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Patch Notes - Controller Support and Bug Fixes - Aug 27

Deckalypse has been a mouse game since day one. It is not anymore. This patch adds full controller support across the whole game, a new Base upgrade that shows you what enemies are about to do, two new ways to deal with the infection, and four fixes that came straight out of your reports.

🎮 Controller Support

  • Works on every screen. Menus, the region map, combat, the Base, deck building, Gambit's Trade, the challenges and the Spoils Den. Nothing halfway through asks you to reach back for a mouse.

  • Cursor snapping, with settings. The left stick drives a cursor that pulls toward whatever it is near: a card, a creature, a map pin, a button. Settings has CURSOR SENSITIVITY and SNAP STRENGTH, and snap goes all the way off if you would rather it stayed exactly where you put it.

  • Card aiming. Hold a card and the stick only points at targets that card can legally hit, so a melee swing never drifts out to the far band and a heal never lands on a corpse.

  • Full controller support. End turn, inventory and the panel tabs are bound everywhere, cancel maps to whatever back means on the screen you are on, the shoulders switch between heroes mid fight, the right stick scrolls any list, and the map pans when you push into the edge of the screen.

  • Correct button glyphs. Steam Input tells the game which controller is in your hands, so Xbox, PlayStation and Switch prompts each show their own faces instead of one generic A / B for everybody.

  • On screen keyboard. Seeds, challenge codes and the card search can all be typed with the pad, with shift, accents and a paste key so a long challenge code goes in with a single press.

  • Minigame support. In the Spoils Den the cursor picks up jigsaw pieces and generator cables, and the games now say when something wants to be held and dragged rather than tapped.

📻 New Base Upgrade: Recon Post

300 resources, bought once, kept forever.

With it standing, every living enemy shows its plan for the whole of your turn: ⚔ the attack and its number, ◆ the block it is about to gain, ▼ the debuff it is about to throw, ➤ the walk that brings it one band closer. Three at a time, with a +N when it has more lined up than that.

Until now the game only showed you an intent while the enemy was already swinging, which told you what had just hit you rather than what was coming. Bosses are the exception, on purpose · a boss never shows its plan, so the first meeting is still something you survive by finding out.

🧟 Infection Changes

Getting bitten asked too much of your draw. Both of these came from community requests.

  • Falling clears the infection. Go down infected and the timer dies with you. Whoever brings you back gets that hero back clean.

  • You can attack a survivor who has turned. They stand in your own line, so you can aim an attack card at them, and area damage sweeps them along with everything else. What drops is a body, not a death · any revive card, or the walk back out to region select, brings that hero back. Cures and suppressants still work exactly as before. They are just not the only answer anymore.

🃏 Card Reward Screen

The count under a card now reads IN DECKS ×N · COLLECTION ×N, so you can tell at a glance whether that third copy is one you can actually slot somewhere. The collection number is spare copies only · what is already in a deck is not counted twice.

🐛 Bug Fixes

  • Enemy reinforcements could freeze in place. When two arrived at once, which the survive nodes do constantly, one could take the other's seat: its HP bar stopped moving, its statuses stopped showing and it looked stuck in its band while it kept fighting and dying perfectly normally. Reported by a player about twenty three hours in, and it was exactly as described.

  • The tank's thorns never fired. The counter only answered damage that made it past block, so a tank built to always have block up never countered once. Thorns now answer the swing itself. A hit the wall soaked whole still answers, at half strength, so stacking block is not free damage either.

  • Bestiary stats ran into each other. The scaled HP line had no wrap width, so in some regions it read as HP IN THE PARKING LOTENERGY.

  • The tutorial made the game think you had a save. Running the tutorial from the main menu left enough behind that the title started offering CONTINUE, which walked a brand new player straight past the opening cinematic and their starter packs. The tutorial now leaves nothing behind at all.

Thank you for playing the game, for reporting issues and asking for features.
We will keep working to improve the game for you.

Build and release context

Steam update times within 24 hours of this post. Matching dates do not confirm which build it describes.

  • Build 24978948 · public branch

    Steam updated · First observed